This is all... for the moment. I tried to get you a polished and clean final release. Thank you all for the feedback and help received, too few for my needs but useful in any case.
Regarding bug department, a couple of serious bugs have been fixed: energy balls not able to hit bot instances and a player speed decrease after reload. Pretty nasty ones yeah, should be all fine now.
There are some new features too. First one is stats tracking. Getting along with puzzle game development is pretty hard if you have no precise data to improve the player experience. Therefore, I implemented a simple system which collects variables like time spent in each puzzle, reload amount, instance switches, deaths, etc. Then it gets emailed back to me, I plan to create some statistical data based on it. If results are meaningful, I'll share them with all of you.
There also was needed something I call ‘gel door'. It is a new multipurpose object that separates physically rooms, or different areas of each room. Only specific classes can go through each gel door, so player knows which bot class is meant to get you out of a room. This device also prevents any object to be carried away. Visual contact isn't possible through the gel door either.
Most levels have been reworked, partially or totally in some cases. I'm aiming for a better learning curve and higher coherency among puzzles. A new kind of puzzle is also introduced: the dual maze. As some sort of sadistic last challenge, player must get out of a very special labyrinth. Part of the complexity is it shifts around you because your own moves transform it dynamically. It's so complex and confusing that I created this video, I get lost around the middle for a bit ^^ This isn't the only solution, by the way.
There could be a final post describing my experience with the tech demo if I see it fits somehow. For the moment that's all I can offer, hope you enjoy it and please don't stop mentioning the old videos looked much better than this. I couldn't live without it :p
I think this mod is beyond me..
I have ABSOLUTELY NO IDEA of what I just watched, but I think it's awesome!
As are the quotes.
It's quite simple to understand, but sophisticated to actually perform...
I hope that most puzzles will be a bit more forgiving...
I suggest downloading and playing it. It makes sense once you play it. See, there are 2 universes, and you right-click to see the other universe. Each robot guy can be controlled if you left-click, and robots from the other universe can be controlled as well. Real-World Example: In Universe 1, there is a bed in a room. Right-click, and there is a desk in the same room but in the other universe. Control a robot guy in the second universe, and you can interact with the desk and not the bed, because you are in the second universe, and the bed is in the first. Just play it, it's a lot simpler than it sounds. The puzzles, however, are pretty puzzling.
guys designing these puzzles must have a beautiful mind.
Crashes my computer...can't try this undoubtedly mind-blowing mod. :(
Hah! Got it to work. It's amazing, havent run into anything too counter-intuitive so far. :)
I'd probably need a pretty damn in-depth explanation to figure out what's going on, but looks cool none the less.
woah
sounds like a really cool idea, but i think you need to move farther away from portal, (gel door) and stuff like that. half life engine is used way to much these days and there are thousands of halflife mods (when i see a half life mod on moddb.com i dont even bother looking at it cause its been done to death. you should switch to a better engine too. just cause half life is easy doesnt mean its the best. just my oppinion.
also half life engine is just quake 2 engine suped up ya know, ya might as well use idtech 4 wich is perhaps the easiest engine to use out there.
i would say use idtech 5 but they put in that megatexture bs so you cant.
also if you pay about $2000 you can by the unity engine and sell your game instead of just being a mod. and unity is top of the line it all matters what you put into it